Phase 7 - Text Rendering:
- Add BitmapFont with embedded 8x8 CP437 font (ASCII 32-126)
- Add TextPass for instanced glyph rendering
- Fix SceneCollector::parseText() to copy strings to FrameAllocator
Phase 8A - Multi-texture Support:
- Add numeric texture ID system in ResourceCache
- SpritePass sorts by textureId and batches per texture
- Flush batch on texture change for efficient rendering
Phase 8B - Tilemap Rendering:
- Add TilemapPass for grid-based tile rendering
- Support tileData as comma-separated string
- Tiles rendered as instanced quads
Window Resize:
- Handle window resize via process() input
- Call bgfx::reset() on size change
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Co-Authored-By: Claude <noreply@anthropic.com>
- Create DebugOverlay class using bgfx debug text API
- Display FPS (color-coded: green >55, yellow >30, red <30)
- Show frame time, sprite count, draw calls
- Show GPU/CPU timing and texture stats from bgfx
- Add "debugOverlay" config option to enable at startup
- Smooth FPS display over 250ms intervals
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Co-Authored-By: Claude <noreply@anthropic.com>
- Add TextureLoader class using stb_image for PNG/JPG/etc loading
- Integrate TextureLoader with ResourceCache for cached texture loading
- Add SpritePass::setTexture() for binding textures to sprites
- Add "defaultTexture" config option to load texture at startup
- Create assets/textures folder structure
- Add 1f440.png (eyes emoji) test texture
Visual test confirms textured sprites render correctly.
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Co-Authored-By: Claude <noreply@anthropic.com>
- Add test_23_bgfx_sprites_visual.cpp: full visual test with SDL2 + IIO
- Fix IRHIDevice::init() to accept nativeDisplayHandle for X11/Linux
- Fix BgfxDevice::createBuffer() with proper VertexLayout for dynamic buffers
- Use double for native handle config values (preserves 64-bit pointers)
- Add debug logging in BgfxRendererModule initialization
Pipeline verified working:
- Module loads and initializes with Vulkan
- IIO messages routed correctly (sprites, camera, clear)
- SceneCollector collects and builds FramePacket
- RenderGraph executes passes
- ~500 FPS throughput
Note: Sprites not visually rendered yet (shader needs instancing support)
This will be addressed in a future phase.
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Co-Authored-By: Claude <noreply@anthropic.com>